Weapon Asset (CoD4)

From COD Engine Research
Revision as of 15:18, 2 January 2014 by CraigChrist8239 (Talk | contribs)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

The purpose of the weapon asset should be fairly obvious, but the structure not so much. The header on Xbox 360 is 0x878 bytes long.

enum playerAnimType_t
{
  none
  other
  pistol
  smg
  autorifle
  mg
  sniper
  rocketlauncher
  explosive
  grenade
  turret
  c4
  m203
  hold
  briefcase
};

enum weapType_t
{
  WEAPTYPE_BULLET = 0x0,
  WEAPTYPE_GRENADE = 0x1,
  WEAPTYPE_PROJECTILE = 0x2,
  WEAPTYPE_BINOCULARS = 0x3,
  WEAPTYPE_NUM = 0x4
};

enum weapClass_t
{
  WEAPCLASS_RIFLE = 0x0,
  WEAPCLASS_MG = 0x1,
  WEAPCLASS_SMG = 0x2,
  WEAPCLASS_SPREAD = 0x3,
  WEAPCLASS_PISTOL = 0x4,
  WEAPCLASS_GRENADE = 0x5,
  WEAPCLASS_ROCKETLAUNCHER = 0x6,
  WEAPCLASS_TURRET = 0x7,
  WEAPCLASS_NON_PLAYER = 0x8,
  WEAPCLASS_ITEM = 0x9,
  WEAPCLASS_NUM = 0xA
};

enum PenetrateType
{
  PENETRATE_TYPE_NONE = 0x0,
  PENETRATE_TYPE_SMALL = 0x1,
  PENETRATE_TYPE_MEDIUM = 0x2,
  PENETRATE_TYPE_LARGE = 0x3,
  PENETRATE_TYPE_COUNT = 0x4
};

enum ImpactType
{
  IMPACT_TYPE_NONE = 0x0,
  IMPACT_TYPE_BULLET_SMALL = 0x1,
  IMPACT_TYPE_BULLET_LARGE = 0x2,
  IMPACT_TYPE_BULLET_AP = 0x3,
  IMPACT_TYPE_SHOTGUN = 0x4,
  IMPACT_TYPE_GRENADE_BOUNCE = 0x5,
  IMPACT_TYPE_GRENADE_EXPLODE = 0x6,
  IMPACT_TYPE_ROCKET_EXPLODE = 0x7,
  IMPACT_TYPE_PROJECTILE_DUD = 0x8,
  IMPACT_TYPE_COUNT = 0x9
};

enum weapInventoryType_t
{
  WEAPINVENTORY_PRIMARY = 0x0,
  WEAPINVENTORY_OFFHAND = 0x1,
  WEAPINVENTORY_ITEM = 0x2,
  WEAPINVENTORY_ALTMODE = 0x3,
  WEAPINVENTORYCOUNT = 0x4
};

enum weapFireType_t
{
  WEAPON_FIRETYPE_FULLAUTO = 0x0,
  WEAPON_FIRETYPE_SINGLESHOT = 0x1,
  WEAPON_FIRETYPE_BURSTFIRE2 = 0x2,
  WEAPON_FIRETYPE_BURSTFIRE3 = 0x3,
  WEAPON_FIRETYPE_BURSTFIRE4 = 0x4,
  WEAPON_FIRETYPECOUNT = 0x5
};

enum OffhandClass
{
  OFFHAND_CLASS_NONE = 0x0,
  OFFHAND_CLASS_FRAG_GRENADE = 0x1,
  OFFHAND_CLASS_SMOKE_GRENADE = 0x2,
  OFFHAND_CLASS_FLASH_GRENADE = 0x3,
  OFFHAND_CLASS_COUNT = 0x4
};

enum weapStance_t
{
  WEAPSTANCE_STAND = 0x0,
  WEAPSTANCE_DUCK = 0x1,
  WEAPSTANCE_PRONE = 0x2,
  WEAPSTANCE_NUM = 0x3
};

enum activeReticleType_t
{
  VEH_ACTIVE_RETICLE_NONE = 0x0,
  VEH_ACTIVE_RETICLE_PIP_ON_A_STICK = 0x1,
  VEH_ACTIVE_RETICLE_BOUNCING_DIAMOND = 0x2,
  VEH_ACTIVE_RETICLE_COUNT = 0x3
};
 
enum surfaceNames_t
{
  default,
  bark,
  brick,
  carpet,
  cloth,
  concrete,
  dirt,
  flash,
  foliage,
  glass,
  grass,
  gravel,
  ice,
  metal,
  mud,
  paper,
  plaster,
  rock,
  sand,
  snow,
  water,
  wood,
  asphalt,
  ceramic,
  plastic,
  rubber,
  cushion,
  fruit,
  painted_metal
};

enum bodyParts_t
{
  none,
  helmet,
  head,
  neck,
  torso_upper,
  torso_lower,
  right_arm_upper,
  left_arm_upper,
  right_arm_lower,
  left_arm_lower,
  right_hand,
  left_hand,
  right_leg_upper,
  left_leg_upper,
  right_leg_lower,
  left_leg_lower,
  right_foot,
  left_foot,
  gun
};

enum weaponIconRatioType_t
{
  WEAPON_ICON_RATIO_1TO1 = 0x0,
  WEAPON_ICON_RATIO_2TO1 = 0x1,
  WEAPON_ICON_RATIO_4TO1 = 0x2,
  WEAPON_ICON_RATIO_COUNT = 0x3
};

enum ammoCounterClipType_t
{
  AMMO_COUNTER_CLIP_NONE = 0x0,
  AMMO_COUNTER_CLIP_MAGAZINE = 0x1,
  AMMO_COUNTER_CLIP_SHORTMAGAZINE = 0x2,
  AMMO_COUNTER_CLIP_SHOTGUN = 0x3,
  AMMO_COUNTER_CLIP_ROCKET = 0x4,
  AMMO_COUNTER_CLIP_BELTFED = 0x5,
  AMMO_COUNTER_CLIP_ALTWEAPON = 0x6,
  AMMO_COUNTER_CLIP_COUNT = 0x7
};

enum weapOverlayReticle_t
{
  WEAPOVERLAYRETICLE_NONE = 0x0,
  WEAPOVERLAYRETICLE_CROSSHAIR = 0x1,
  WEAPOVERLAYRETICLE_NUM = 0x2
};

enum WeapOverlayInteface_t
{
  WEAPOVERLAYINTERFACE_NONE = 0x0,
  WEAPOVERLAYINTERFACE_JAVELIN = 0x1,
  WEAPOVERLAYINTERFACE_TURRETSCOPE = 0x2,
  WEAPOVERLAYINTERFACECOUNT = 0x3
};

enum weapProjExposion_t
{
  WEAPPROJEXP_GRENADE = 0x0,
  WEAPPROJEXP_ROCKET = 0x1,
  WEAPPROJEXP_FLASHBANG = 0x2,
  WEAPPROJEXP_NONE = 0x3,
  WEAPPROJEXP_DUD = 0x4,
  WEAPPROJEXP_SMOKE = 0x5,
  WEAPPROJEXP_HEAVY = 0x6,
  WEAPPROJEXP_NUM = 0x7,
};

enum WeapStickinessType
{
  WEAPSTICKINESS_NONE = 0x0,
  WEAPSTICKINESS_ALL = 0x1,
  WEAPSTICKINESS_GROUND = 0x2,
  WEAPSTICKINESS_GROUND_WITH_YAW = 0x3,
  WEAPSTICKINESS_COUNT = 0x4
};

enum guidedMissileType_t
{
  MISSILE_GUIDANCE_NONE = 0x0,
  MISSILE_GUIDANCE_SIDEWINDER = 0x1,
  MISSILE_GUIDANCE_HELLFIRE = 0x2,
  MISSILE_GUIDANCE_JAVELIN = 0x3,
  MISSILE_GUIDANCE_COUNT = 0x4
};

struct WeaponDef
{
  const char * szInternalName;
  const char * szDisplayName;
  const char * szOverlayName;
  XModel * gunXModel[16];
  XModel * handXModel;
  const char * szDefaultXAnim;
  const char * szIdleXAnim;
  const char * szEmptyIdleXAnim;
  const char * szFireXAnim;
  const char * szHoldFireXAnim;
  const char * szLastShotXAnim;
  const char * szRechamberXAnim;
  const char * szMeleeXAnim;
  const char * szMeleeChargeXAnim;
  const char * szReloadXAnim;
  const char * szReloadEmptyXAnim;
  const char * szReloadStartXAnim;
  const char * szReloadEndXAnim;
  const char * szRaiseXAnim;
  const char * szFirstRaiseXAnim;
  const char * szDropXAnim;
  const char * szAltRaiseXAnim;
  const char * szAltDropXAnim;
  const char * szQuickRaiseXAnim;
  const char * szQuickDropXAnim;
  const char * szEmptyRaiseXAnim;
  const char * szEmptyDropXAnim;
  const char * szSprintInXAnim;
  const char * szSprintLoopXAnim;
  const char * szSprintOutXAnim;
  const char * szDetonateXAnim;
  const char * szNightVisionWearXAnim;
  const char * szNightVisionRemoveXAnim;
  const char * szAdsFireXAnim;
  const char * szAdsLastShotXAnim;
  const char * szAdsRechamberXAnim;
  const char * szAdsUpXAnim;
  const char * szAdsDownXAnim;
  const char * modeName;
  ScriptString hideTags[8];
  unsigned __int16 notetrackSoundMapKeys[16];
  unsigned __int16 notetrackSoundMapValues[16];
  playerAnimType_t playerAnimType;
  weapType_t weapType;
  weapClass_t weapClass;
  PenetrateType penetrateType;
  ImpactType impactType;
  weapInventoryType_t inventoryType;
  weapFireType_t fireType;
  OffhandClass offhandClass;
  weapStance_t stance;
  FxEffectDef * viewFlashEffect;
  FxEffectDef * worldFlashEffect;
  snd_alias_list_name pickupSound;
  snd_alias_list_name pickupSoundPlayer;
  snd_alias_list_name ammoPickupSound;
  snd_alias_list_name ammoPickupSoundPlayer;
  snd_alias_list_name projectileSound;
  snd_alias_list_name pullbackSound;
  snd_alias_list_name pullbackSoundPlayer;
  snd_alias_list_name fireSound;
  snd_alias_list_name fireSoundPlayer;
  snd_alias_list_name loopFireSound;
  snd_alias_list_name loopFireSoundPlayer;
  snd_alias_list_name stopFireSound;
  snd_alias_list_name stopFireSoundPlayer;
  snd_alias_list_name lastShotSound;
  snd_alias_list_name lastShotSoundPlayer;
  snd_alias_list_name emptyFireSound;
  snd_alias_list_name emptyFireSoundPlayer;
  snd_alias_list_name meleeSwipeSound;
  snd_alias_list_name meleeSwipeSoundPlayer;
  snd_alias_list_name meleeHitSound;
  snd_alias_list_name meleeMissSound;
  snd_alias_list_name rechamberSound;
  snd_alias_list_name rechamberSoundPlayer;
  snd_alias_list_name reloadSound;
  snd_alias_list_name reloadSoundPlayer;
  snd_alias_list_name reloadEmptySound;
  snd_alias_list_name reloadEmptySoundPlayer;
  snd_alias_list_name reloadStartSound;
  snd_alias_list_name reloadStartSoundPlayer;
  snd_alias_list_name reloadEndSound;
  snd_alias_list_name reloadEndSoundPlayer;
  snd_alias_list_name detonateSound;
  snd_alias_list_name detonateSoundPlayer;
  snd_alias_list_name nightVisionWearSound;
  snd_alias_list_name nightVisionWearSoundPlayer;
  snd_alias_list_name nightVisionRemoveSound;
  snd_alias_list_name nightVisionRemoveSoundPlayer;
  snd_alias_list_name altSwitchSound;
  snd_alias_list_name altSwtichSoundPlayer;
  snd_alias_list_name raiseSound;
  snd_alias_list_name raiseSoundPlayer;
  snd_alias_list_name firstRaiseSound;
  snd_alias_list_name firstRaiseSoundPlayer;
  snd_alias_list_name putawaySound;
  snd_alias_list_name putawaySoundPlayer;
  snd_alias_list_name * bounceSounds;   //Refer to surfaceNames_t
  FxEffectDef * viewShellEjectEffect;
  FxEffectDef * worldShellEjectEffect;
  FxEffectDef * viewLastShotEjectEffect;
  FxEffectDef * worldLastShotEjectEffect;
  Material * reticleCenter;
  Material * reticleSide;
  int iReticleCenterSize;
  int iReticleSideSize;
  int iReticleMinOfs;
  activeReticleType_t activeReticleType;
  float vStandMove[3];
  float vStandRot[3];
  float vDuckedOfs[3];
  float vDuckedMove[3];
  float vDuckedRot[3];
  float vProneOfs[3];
  float vProneMove[3];
  float vProneRot[3];
  float fPosMoveRate;
  float fPosProneMoveRate;
  float fStandMoveMinSpeed;
  float fDuckedMoveMinSpeed;
  float fProneMoveMinSpeed;
  float fPosRotRate;
  float fPosProneRotRate;
  float fStandRotMinSpeed;
  float fDuckedRotMinSpeed;
  float fProneRotMinSpeed;
  XModel * worldModel[16];
  XModel * worldClipModel;
  XModel * rocketModel;
  XModel * knifeModel;
  XModel * worldKnifeModel;
  Material * hudIcon;
  weaponIconRatioType_t hudIconRatio;
  Material * ammoCounterIcon;
  weaponIconRatioType_t ammoCounterIconRatio;
  ammoCounterClipType_t ammoCounterClip;
  int iStartAmmo;
  const char * szAmmoName;
  int iAmmoIndex;
  const char * szClipName;
  int iClipIndex;
  int iMaxAmmo;
  int iClipSize;
  int shotCount;
  const char * szSharedAmmoCapName;
  int iSharedAmmoCapIndex;
  int iSharedAmmoCap;
  int damage;
  int playerDamage;
  int iMeleeDamage;
  int iDamageType;
  int iFireDelay;
  int iMeleeDelay;
  int meleeChargeDelay;
  int iDetonateDelay;
  int iFireTime;
  int iRechamberTime;
  int iRechamberBoltTime;
  int iHoldFireTime;
  int iDetonateTime;
  int iMeleeTime;
  int meleeChargeTime;
  int iReloadTime;
  int reloadShowRocketTime;
  int iReloadEmptyTime;
  int iReloadAddTime;
  int iReloadStartTime;
  int iReloadStartAddTime;
  int iReloadEndTime;
  int iDropTime;
  int iRaiseTime;
  int iAltDropTime;
  int iAltRaiseTime;
  int quickDropTime;
  int quickRaiseTime;
  int iFirstRaiseTime;
  int iEmptyRaiseTime;
  int iEmptyDropTime;
  int sprintInTime;
  int sprintLoopTime;
  int sprintOutTime;
  int nightVisionWearTime;
  int nightVisionWearTimeFadeOutEnd;
  int nightVisionWearTimePowerUp;
  int nightVisionRemoveTime;
  int nightVisionRemoveTimePowerDown;
  int nightVisionRemoveTimeFadeInStart;
  int fuseTime;
  int aiFuseTime;
  int requireLockonToFire;
  int noAdsWhenMagEmpty;
  int avoidDropCleanup;
  float autoAimRange;
  float aimAssistRange;
  float aimAssistRangeAds;
  float aimPadding;
  float enemyCrosshairRange;
  int crosshairColorChange;
  float moveSpeedScale;
  float adsMoveSpeedScale;
  float sprintDurationScale;
  float fAdsZoomFov;
  float fAdsZoomInFrac;
  float fAdsZoomOutFrac;
  Material * overlayMaterial;
  Material * overlayMaterialLowRes;
  weapOverlayReticle_t overlayReticle;
  WeapOverlayInteface_t overlayInterface;
  float overlayWidth;
  float overlayHeight;
  float fAdsBobFactor;
  float fAdsViewBobMult;
  float fHipSpreadStandMin;
  float fHipSpreadDuckedMin;
  float fHipSpreadProneMin;
  float fHipSpreadMax;
  float hipSpreadStandMax;
  float hipSpreadDuckedMax;
  float hipSpreadProneMax;
  float fHipSpreadDecayRate;
  float fHipSpreadFireAdd;
  float fHipSpreadTurnAdd;
  float fHipSpreadMoveAdd;
  float fHipSpreadDuckedDecay;
  float fHipSpreadProneDecay;
  float fHipReticleSidePos;
  int iAdsTransInTime;
  int iAdsTransOutTime;
  float fAdsIdleAmount;
  float fHipIdleAmount;
  float adsIdleSpeed;
  float hipIdleSpeed;
  float fIdleCrouchFactor;
  float fIdleProneFactor;
  float fGunMaxPitch;
  float fGunMaxYaw;
  float swayMaxAngle;
  float swayLerpSpeed;
  float swayPitchScale;
  float swayYawScale;
  float swayHorizScale;
  float swayVertScale;
  float swayShellShockScale;
  float adsSwayMaxAngle;
  float adsSwayLerpSpeed;
  float adsSwayPitchScale;
  float adsSwayYawScale;
  float adsSwayHorizScale;
  float adsSwayVertScale;
  int bRifleBullet;
  int armorPiercing;
  int bBoltAction;
  int aimDownSight;
  int bRechamberWhileAds;
  float adsViewErrorMin;
  float adsViewErrorMax;
  int bCookOffHold;
  int bClipOnly;
  int adsFireOnly;
  int cancelAutoHolsterWhenEmpty;
  int suppressAmmoReserveDisplay;
  int enhanced;
  int laserSightDuringNightvision;
  Material * killIcon;
  weaponIconRatioType_t killIconRatio;
  int flipKillIcon;
  Material * dpadIcon;
  weaponIconRatioType_t dpadIconRatio;
  int bNoPartialReload;
  int bSegmentedReload;
  int iReloadAmmoAdd;
  int iReloadStartAdd;
  const char * szAltWeaponName;
  unsigned int altWeaponIndex;
  int iDropAmmoMin;
  int iDropAmmoMax;
  int blocksProne;
  int silenced;
  int iExplosionRadius;
  int iExplosionRadiusMin;
  int iExplosionInnerDamage;
  int iExplosionOuterDamage;
  float damageConeAngle;
  int iProjectileSpeed;
  int iProjectileSpeedUp;
  int iProjectileSpeedForward;
  int iProjectileActivateDist;
  float projLifetime;
  float timeToAccelerate;
  float projectileCurvature;
  XModel * projectileModel;
  weapProjExposion_t projExplosion;
  FxEffectDef * projExplosionEffect;
  int projExplosionEffectForceNormalUp;
  FxEffectDef * projDudEffect;
  snd_alias_list_name * projExplosionSound;
  snd_alias_list_name * projDudSound;
  int bProjImpactExplode;
  WeapStickinessType stickiness;
  int hasDetonator;
  int timedDetonation;
  int rotate;
  int holdButtonToThrow;
  int freezeMovementWhenFiring;
  float parallelBounce[29];    //Refer to surfaceNames_t
  float perpendicularBounce[29];    //Refer to surfaceNames_t
  FxEffectDef * projTrailEffect;
  float vProjectileColor[3];
  guidedMissileType_t guidedMissileType;
  float maxSteeringAccel;
  int projIgnitionDelay;
  FxEffectDef *projIgnitionEffect;
  snd_alias_list_name * projIgnitionSound;
  float fAdsAimPitch;
  float fAdsCrosshairInFrac;
  float fAdsCrosshairOutFrac;
  int adsGunKickReducedKickBullets;
  float adsGunKickReducedKickPercent;
  float fAdsGunKickPitchMin;
  float fAdsGunKickPitchMax;
  float fAdsGunKickYawMin;
  float fAdsGunKickYawMax;
  float fAdsGunKickAccel;
  float fAdsGunKickSpeedMax;
  float fAdsGunKickSpeedDecay;
  float fAdsGunKickStaticDecay;
  float fAdsViewKickPitchMin;
  float fAdsViewKickPitchMax;
  float fAdsViewKickYawMin;
  float fAdsViewKickYawMax;
  float fAdsViewKickCenterSpeed;
  float fAdsViewScatterMin;
  float fAdsViewScatterMax;
  float fAdsSpread;
  int hipGunKickReducedKickBullets;
  float hipGunKickReducedKickPercent;
  float fHipGunKickPitchMin;
  float fHipGunKickPitchMax;
  float fHipGunKickYawMin;
  float fHipGunKickYawMax;
  float fHipGunKickAccel;
  float fHipGunKickSpeedMax;
  float fHipGunKickSpeedDecay;
  float fHipGunKickStaticDecay;
  float fHipViewKickPitchMin;
  float fHipViewKickPitchMax;
  float fHipViewKickYawMin;
  float fHipViewKickYawMax;
  float fHipViewKickCenterSpeed;
  float fHipViewScatterMin;
  float fHipViewScatterMax;
  float fightDist;
  float maxDist;
  const char * aiVsAiAccuracyGraphName;
  const char * aiVsPlayerAccuracyGraphName;
  vec2_t * aiVsAiAccuracyGraphKnots;
  vec2_t * aiVsPlayerAccuracyGraphKnots;
  vec2_t * aiVsAiOriginalAccuracyGraphKnots;
  vec2_t * aiVsPlayerOriginalAccuracyGraphKnots;
  int aiVsAiAccuracyGraphKnotCount;
  int aiVsPlayerAccuracyGraphKnotCount;
  int aiVsAiOriginalAccuracyGraphKnotCount;
  int aiVsPlayerOriginalAccuracyGraphKnotCount;
  int iPositionReloadTransTime;
  float leftArc;
  float rightArc;
  float topArc;
  float bottomArc;
  float accuracy;
  float aiSpread;
  float playerSpread;
  float minVertTurnSpeed;
  float minHorzTurnSpeed;
  float maxVertTurnSpeed;
  float maxHorzTurnSpeed;
  float pitchConvergenceTime;
  float yawConvergenceTime;
  float suppressTime;
  float maxRange;
  float fAnimHorRotateInc;
  float fPlayerPositionDist;
  const char *szUseHintString;
  const char *dropHintString;
  int iUseHintStringIndex;
  int dropHintStringIndex;
  float horizViewJitter;
  float vertViewJitter;
  const char *szScript;
  float fOOPosAnimLength[2];
  int minDamage;
  int minPlayerDamage;
  float fMaxDamageRange;
  float fMinDamageRange;
  float destabilizationRateTime;
  float destabilizationCurvatureMax;
  int destabilizeDistance;
  float locationDamageMultipliers[19];     //Refer to bodyParts_t
  const char * fireRumble;
  const char * meleeImpactRumble;
  float adsDofStart;
  float adsDofEnd;
};

Source Format

The weapon source files are raw text files with no extension, located at "raw/weapons/sp/" for SP weapons and "raw/weapons/mp/" for MP weapons. They use the same format as many other assets, with each setting name and value separated by a back-slash. The first setting identifies the file, and for weapons the identifier string is "WEAPONFILE".